Title: Entrepreneurship, Business, Education and Second Life
1Entrepreneurship, Business, Education and Second
Life
- Brian Mennecke
- College of Business, ISU
- Lesya Hassall
- Center for Excellence in Teaching and Learning,
ISU
2Agenda
- What is Second Life
- Academic presence in SL
- Business presence in SL
- Teaching entrepreneurship in SL Why SL and
entrepreneurship? - Pedagogical applications of SL when teaching
business subject matter - Structuring a class in SL
- Preparation
- Design
- Development of learning activities
- Invitation of speakers
- Building content
- Building in reflective time into the course
- Successes/Challenges
- Lessons learned
3What is Second Life
- Second Life is a multi-user, fully integrated,
3-D virtual world (VW) that is built as an open
economic environment. - Users can build, own, buy and sell goods/services
that exist in the game - The environment uses an in-game currency (i.e.,
Linden Dollars) that can be converted to
real-world currency
4What is Second Life
- At a fundamental level, Second Life is a 3-D
environment that can be used for communication
and interaction - Its like a 3-D web
-
5Who is in Second Life?
- Individual Players
- Educators
- Small Businesses
- Large Businesses
- Non-profit organizations
- Political actors (Japanese politician Kan Suzuki
)
6Individual Players
- The majority of players are average users who
want to - Explore
- Play
- Interact
- Promote goods and services
- Be entertained
- Be educated
7Educational Uses of SL
- Distance and Flexible Education
- Presentations, Panels and Discussions
- Training and Skills Development
- Self-paced Tutorials
- Displays and Exhibits
- Immersive Exhibits
- Role-plays and Simulations
- Data Visualizations and Simulations
- Libraries, Art Galleries and Museums
- Historical Re-creations and Re-enactments, Living
and Immersive Archeology - Computer Programming
- Artificial Intelligence Projects
- Artificial Life Projects
- Multimedia and Games Design
- Art and Music Projects
- Literature, Composition and Creative Writing
- Theatre and Performance Art
- Photo-stories and Photo Scenarios
- Treasure Hunts and Quests
- Virtual Tourism, Cultural Immersion and Cultural
Exchange - Language Teaching and Practice, and Language
Immersion - Social Science and Anthropological Research
- Awareness/Consciousness Raising and Fund Raising
- Support and Opportunities for People with
Disabilities - Politics, Governance, Civics and Legal Practice
- Business, Commerce, Financial Practice and
Modeling - Real Estate Practice
- Product Design, Prototyping, User-testing and
Market Research - Interior Design
- Architectural Design and Modeling
- Urban Planning and Design
http//sleducation.wikispaces.com/educationaluses
8Small Businesses
- The vast majority of businesses in Second Life
are small to medium sized businesses - Sellers of virtual goods
- Providers of services
- Brokers and information providers
- Entertainment operators
- Entertainers
- Software and content developers
- Non-profit services
9Large Businesses
A small but growing number of medium and
large-sized firms that operate in the RL have
developed a presence in SL
- Adidas
- IBM
- Best Buy
- Reuters
- Sears
- Dell
- Coldwell Banker
- Pontiac
- BMW
- Wells Fargo
10Entrepreneurship and Second Life
- Why Second Life and entrepreneurship?
- Second Life is designed with rules that allow an
economy to operate - Players own the items they create that is, they
have property rights - This has resulted in the development of a vibrant
economy with a large number of entrepreneurs
11Entrepreneurship and Second Life
- Entrepreneurs in Second Life can be
- Observed
- Engaged with
- Shadowed
12Entrepreneurship and Second Life
- A vibrant economy that students can observe and
engage in - Students can be exposed to business situations
- Students can follow processes and business
operations - Students can directly observe value creation and
delivery - Students can model business situations
- Students can make contacts with and be mentored
by successful SL business owners
13Structuring a Class in Second Life
- Steps in the process
- Preparation
- Design course outline
- Development of learning activities
- Invitation of speakers
- Building content
- Building in reflective time
14Structuring a Class in Second Life
- Preparation
- Buy or rent land (e.g., an island)
- Develop familiarity with the environment, both
technical and cultural - Identify learning outcomes and how they can be
achieved through immersion in SL - If possible, develop contacts with other
educators in-world for ideas and advice
15Structuring a Class in Second Life
- Design course outline
- Identify role of Second Life in a course
- Adapt content of course and learning activities
to nature of the communication medium
16Structuring a Class in Second Life
- Development of learning activities
- Identify and develop classroom exercises
- 4-P exercise
- Discussion exercises
- Identify and develop out-of-class exercises
- Discussion exercise
- Scavenger hunt
- Identify and develop a final project that is
relevant to - Second Life
- Entrepreneurship
- E-commerce
17Structuring a Class in Second Life
- Invitation of speakers
- Identify appropriate speakers
- Schedule and coordinate appearances
- Schedule events
- Rehearse and test
- Follow up
- Facilitate presentation
- Be prepared for technical failures
18Structuring a Class in Second Life
- Building content
- Identify learning objectives
- Design content
- Build content
- Classroom
- Bookstore
- Team rooms
- Instructor office
- Studio and presentation space
19Build in Reflective Time
- Allow sharing of successes and frustrations in
groups - Conclude SL learning activities with short
reflective assignments
20Lessons Learnt
- Careful and time-consuming course preparation
- Steep learning curve for newbie students
- The use of this application ignites student
interest in the subject matter, but also creates
room for pedagogical issues - SL gives students a unique immersive perspective
on eCommerce and Entrepreneurship - Calls for multiple reflective opportunities both
on and off the grid